// Behavior originally contributed by Natfoth.
//
// LICENSE:
// This work is licensed under the
//     Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// also known as CC-BY-NC-SA.  To view a copy of this license, visit
//      http://creativecommons.org/licenses/by-nc-sa/3.0/
// or send a letter to
//      Creative Commons // 171 Second Street, Suite 300 // San Francisco, California, 94105, USA.
//

#region Summary and Documentation
// DOCUMENTATION:
//     http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Custom_Behavior:_NoCombatMoveTo
//
// Allows you to move to a specific target with engaging in Combat, to avoid endless combat loops.
// ##Syntax##
// QuestId: Id of the quest.
// X,Y,Z: Where you want to go to.
//
#endregion


#region Examples
#endregion


#region Usings
using System;
using System.Collections.Generic;
using Bots.Grind;
using Honorbuddy.QuestBehaviorCore;
using Styx;
using Styx.CommonBot;
using Styx.CommonBot.Profiles;
using Styx.Pathing;
using Styx.TreeSharp;
using Styx.WoWInternals;
using Styx.WoWInternals.WoWObjects;

using Action = Styx.TreeSharp.Action;
#endregion


namespace Honorbuddy.Quest_Behaviors.NoCombatMoveTo
{
	[CustomBehaviorFileName(@"NoCombatMoveTo")]
	public class NoCombatMoveTo : CustomForcedBehavior
	{
		public NoCombatMoveTo(Dictionary<string, string> args)
			: base(args)
		{
			QBCLog.BehaviorLoggingContext = this;

			try
			{
				// QuestRequirement* attributes are explained here...
				//    http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Programming_Cookbook:_QuestId_for_Custom_Behaviors
				// ...and also used for IsDone processing.
				QuestId = GetAttributeAsNullable<int>("QuestId", false, ConstrainAs.QuestId(this), null) ?? 0;
				QuestRequirementComplete = GetAttributeAsNullable<QuestCompleteRequirement>("QuestCompleteRequirement", false, null, null) ?? QuestCompleteRequirement.NotComplete;
				QuestRequirementInLog = GetAttributeAsNullable<QuestInLogRequirement>("QuestInLogRequirement", false, null, null) ?? QuestInLogRequirement.InLog;

				Destination = GetAttributeAsNullable<WoWPoint>("", true, ConstrainAs.WoWPointNonEmpty, null) ?? WoWPoint.Empty;
				DestinationName = GetAttributeAs<string>("DestName", false, ConstrainAs.StringNonEmpty, null) ?? "";

				if (string.IsNullOrEmpty(DestinationName))
					{ DestinationName = Destination.ToString(); }
			}

			catch (Exception except)
			{
				// Maintenance problems occur for a number of reasons.  The primary two are...
				// * Changes were made to the behavior, and boundary conditions weren't properly tested.
				// * The Honorbuddy core was changed, and the behavior wasn't adjusted for the new changes.
				// In any case, we pinpoint the source of the problem area here, and hopefully it
				// can be quickly resolved.
				QBCLog.Exception(except);
				IsAttributeProblem = true;
			}
		}


		// Attributes provided by caller
		public string DestinationName { get; private set; }
		public WoWPoint Destination { get; private set; }
		public int QuestId { get; private set; }
		public QuestCompleteRequirement QuestRequirementComplete { get; private set; }
		public QuestInLogRequirement QuestRequirementInLog { get; private set; }

		// Private variables for internal state
		private bool _isBehaviorDone;
		private Composite _root;
		private BehaviorFlags? _orginalBehaviorFlags;

		// Private properties
		private LocalPlayer Me { get { return (StyxWoW.Me); } }

		// DON'T EDIT THESE--they are auto-populated by Subversion
		public override string SubversionId { get { return ("$Id: NoCombatMoveTo.cs 1581 2014-06-27 02:34:30Z Mainhaxor $"); } }
		public override string SubversionRevision { get { return ("$Revision: 1581 $"); } }

		#region Overrides of CustomForcedBehavior

		protected override Composite CreateBehavior()
		{
			return _root ?? (_root =
				new PrioritySelector(

						   new Decorator(ret => Destination.Distance(Me.Location) <= 3,
								new Sequence(
									new Action(ret => TreeRoot.StatusText = "Finished!"),
									new Action(ctx =>_isBehaviorDone = true))),

						  new Action(ctx => Navigator.MoveTo(Destination))
					));
		}

		public override bool IsDone
		{
			get
			{
				return (_isBehaviorDone     // normal completion
						|| !UtilIsProgressRequirementsMet(QuestId, QuestRequirementInLog, QuestRequirementComplete));
			}
		}


		public override void OnStart()
		{
			// This reports problems, and stops BT processing if there was a problem with attributes...
			// We had to defer this action, as the 'profile line number' is not available during the element's
			// constructor call.
			OnStart_HandleAttributeProblem();

			// If the quest is complete, this behavior is already done...
			// So we don't want to falsely inform the user of things that will be skipped.
			if (!IsDone)
			{
				this.UpdateGoalText(QuestId, "Moving to " + (string.IsNullOrEmpty(DestinationName) ? "Unspecified destination" : DestinationName));
				_orginalBehaviorFlags = LevelBot.BehaviorFlags;
				LevelBot.BehaviorFlags &= ~(BehaviorFlags.Combat | BehaviorFlags.Loot | BehaviorFlags.Vendor);
			}
		}

		public override void OnFinished()
		{
			if (_orginalBehaviorFlags.HasValue)
				LevelBot.BehaviorFlags = _orginalBehaviorFlags.Value;
			this.UpdateGoalText(QuestId);
			TreeRoot.StatusText = string.Empty;
		}

		#endregion

	}
}

